@Ganymede
I also appreciated that they went back to some of the opening "Hanging out with your..." format.
You were missin' the original sketch's formula thee-utha-daaaaay...
@Ganymede
I also appreciated that they went back to some of the opening "Hanging out with your..." format.
You were missin' the original sketch's formula thee-utha-daaaaay...
FUCK YOU, SHORESY
"Fuck you, Reilly. I made your mum so wet, Trudeau deployed a 24-hour infantry unit to stack sand bags around my bed."
FUCK YOU, SHORESY.
@Ganymede I liked Season 7 a lot, but it was the weakest of the seasons. Crack an Ag just didn't do it for me the way they clearly wanted it to.
@Auspice said in Wildly Out of Context:
@Coin said in Wildly Out of Context:
@Auspice said in Wildly Out of Context:
From a coworker:
'The trick is to get so overwhelmed that it doesn't even matter anymore. That's where I'm at.'Are we working together? Am i your co-worker?
Do you look like a ginger Daniel Radcliffe in his mid-20s?
Alas, no.
@Auspice said in Wildly Out of Context:
From a coworker:
'The trick is to get so overwhelmed that it doesn't even matter anymore. That's where I'm at.'
Are we working together? Am i your co-worker?
I'd make sure whoever was recruiting you to play a Kinfolk isn't someone who ascribes to the (very much official, as far as in-game attitudes are concerned) position that Kinfolk are basically breeding stock.
@Jennkryst said in What game system would you prefer for a big-tent nWoD project?:
@Coin Yeah. It's why I said nothing is perfect and devil's advocate and all that jazz. The good part here is that a dedicated new player can catch up to a week 1 dinosaur.
@Auspice said in What game system would you prefer for a big-tent nWoD project?:
@Jennkryst said in What game system would you prefer for a big-tent nWoD project?:
@Coin Yeah. It's why I said nothing is perfect and devil's advocate and all that jazz. The good part here is that a dedicated new player can catch up to a week 1 dinosaur.
And otherwise, you almost never can. Even if a game has 'XP slowdown' vs a cap, a newbie is still gonna be churning away for months upon months upon- likely never pulling it off.
I would go so far as to suggest that the system works best if the "Auto XP" is regulated depending on how far away you are from the maximum.
Let's say when you chargen the maximum is 100 XP. Grand. You are 90 XP away, which is over 50. Maybe everyone who is over 50 XP away from the max gets 3 Auto Beats per week (or whatever). When they are between 30-49 XP away, they gain 2 Auto Beats per weeks (or whatever). And then when they are between 0-29 XP away, it drops to 1 Auto beat per week (or whatever).
This is similar to what happened on The Reach (which gave you more auto Xp per week the further away you were from the highest XP on the game). This would help newbies catch up faster but also not have them do so at a rate that's just ridiculous.
There's a ton of ways you can tweak my suggestion to cater to the usual complaints without bending over backwards for them.
@Jennkryst said in What game system would you prefer for a big-tent nWoD project?:
So I will preface this with no XP system being perfect, you just have pick which flaws you are cool with having, yadda yadda.
@Coin said in What game system would you prefer for a big-tent nWoD project?:
My preferred solutions for this is to set a game-wide cap on how much XP anyone can have earned, period, that goes up on a daily basis. So, for example, at game start, no one can have more than 10 XP (earned, total) because that's what you get at chargen. Perfect.
To play devil's advocate here, the issues here is the same as other activity-based XP gains - so if someone has issue with 'Bobbert can RP all day, every day, and earn tons more RP than Jimmes, who can only RP once a week'. It does give Bobbert a point where the gains stop, instead of letting that train keep on running away. But at the end of the day, two players who are approved the same day might end up with different XP totals, based on who can spam more RP.
Like I said, not necessarily a bad thing, but the folks who take issue with the one may show up and take issue with the other.
At some point, people need to accept that to actually progress in RP, you have to RP. The only alternative is to make a flat XP gain for everyone with no other way of gaining XP--just that flat weekly (or whatever) amount. There's no other solution for that complaint, and that solution brings with it the (very understandable) "I've been roleplaying my ass off and see no different and advancement than this dude who logs on once a week to complain about his RL in the OOC room for an hour before logging off because 'nothing is happening'".
I think my solution at least gives people motivation to RP, whereas the other gives them... what? Nothing. The ability to sit around and be superpowerful because they managed not to idle out.
@Auspice said in What game system would you prefer for a big-tent nWoD project?:
@Coin said in What game system would you prefer for a big-tent nWoD project?:
It allows people who chargenned months after someone else to be able to catch up, since there isn't a limit on how much XP they can earn in any one arbitrary period of time;
It allows people to play the way a lot of people like to (or can): in bursts (e.g. maybe I have a job, or obligations, or depression, or whatever, that means I have heavy activity for a month or two, and am very passive and inactive for a month or two; this would let me catch up when I am active without penalizing me for having a life, obligations, or whatever that keep me away from the game).I like this a lot. We've all been in the former (apped in later on and feel like we're constantly lagging behind) and I'm frequently the latter (be it RL or depression or...).
When I'm involved, I'm involved. I've got plots I wanna run on NOLA, but I can't right now because of how busy RL is. And maybe that's why the refrain of 'well you have to do things to earn XP' is kind of shitty. I'm around. I'm on. I just can't really RP more than once a week right now.
What's my incentive to pour the time an effort, when I do have it, into a game? I'd be more inclined to put it into a game that supports people regardless as opposed to one that's gonna sneer at me anytime I'm not heavily active.
Exactly. The MU version of "don't criticize people for doing what you asked them to do".
@Derp said in What game system would you prefer for a big-tent nWoD project?:
@Coin said in What game system would you prefer for a big-tent nWoD project?:
This is really the only way to do it. Games that require certain types of activity to gain XP should have a LOT of different means of getting XP (e.g. Conditions, Aspirations, PRPs, SRPs, Auto XP, Votes, Reccs, RS, etc., etc.). The more? The better. Then you set a max amount of XP you can gain per x time period and then you decide how much of that max any ONE source can net you (maybe 50%).
So some people who really like to run huge social scenes that entertain a lot of people might get a lot of their XP from votes, while others who really like to have one-on-one scenes with heav y characterization might get a lot of reccs, while still others who like to game Conditions and Aspirations can do that, and still others who really like to be in all the PRPs and SRPs can get Xp from that, etc., etc.
Create systems for people to get XP from a BUNCH of different ways so that they don't feel overly tethered to a single system, and then limit how much they can get from any one.FWIW, I don't disagree with you. My point was mainly for Livia, re: the game-ness and optimization stuff. In a game with unlimited xp, sure. They aren't fun for her and she doesn't want to do them. She doesn't have to, and in a capped system, she isn't losing out.
In an uncapped system -- I dunno, man. You either use them or you don't? shrug But I've yet to see a game that doesn't put some kind of weekly cap on it, given how ludicrously easy it would be to become an overnight god.
I hate "x time frame" because it does things like "I already hit my cap so I am going to wait to process this 'til next week" or "why bother doing this before the week rolls over since I won't get XP for it", etc.
My preferred solutions for this is to set a game-wide cap on how much XP anyone can have earned, period, that goes up on a daily basis. So, for example, at game start, no one can have more than 10 XP (earned, total) because that's what you get at chargen. Perfect.
That max goes up by, say, 1 beat per day (so 1 XP every five days). So on day fifty of the game, you can have a max of 20 XP earned. On day ninety (three months in) you can have 28 total earned, etc.
There's no cap to how much you can earn in a week, or a day, or a month; you just stop earning when you hit the limit (and that limit goes up daily, so you can always earn at least 1 beat per day (which is pretty decent, pace-wise).
What does this do? Several things:
@Auspice said in Obsidian Reverie:
@Raeras said in Obsidian Reverie:
Website: www.obsidianreverie.net
Client Connect: www.obsidianreverie.net Port: 4201Your website isn't working.
Is the Hunter homebrew? It doesn't have a 2e book. And I'm guessing Geist uses what's been released to Kickstarter backers?
Hunter: Mortal Remains (IIRC that was the title) is a full-on 2e update for Hunter; anything not covered there is probably covered in the 2e books for mortals.
@Derp said in What game system would you prefer for a big-tent nWoD project?:
Alright. So, let's say that xp is capped at, say, five beats a week from any source. Plots, conditions, etc.
That means that you don't have to use aspirations, and you can be gamey and whatnot and still not have to worry about this one system. It just means that you have to utilize others more.
Would that be acceptable?
This is really the only way to do it. Games that require certain types of activity to gain XP should have a LOT of different means of getting XP (e.g. Conditions, Aspirations, PRPs, SRPs, Auto XP, Votes, Reccs, RS, etc., etc.). The more? The better. Then you set a max amount of XP you can gain per x time period and then you decide how much of that max any ONE source can net you (maybe 50%).
So some people who really like to run huge social scenes that entertain a lot of people might get a lot of their XP from votes, while others who really like to have one-on-one scenes with heav y characterization might get a lot of reccs, while still others who like to game Conditions and Aspirations can do that, and still others who really like to be in all the PRPs and SRPs can get Xp from that, etc., etc.
Create systems for people to get XP from a BUNCH of different ways so that they don't feel overly tethered to a single system, and then limit how much they can get from any one.
Also, Crisis on Infinite Earths may be a huge clusterfuck but it is a beautiful and amazing clusterfuck. I love it so much and I hate them for splitting it between December and January.
@Auspice The one thing about books-versus-TV is that the budget for books is unlimited. For TV in shows like this sometimes either the special effects look crappy for what they're trying to portray or the script is written in a way that doesn't expose them.
But overall the Magicians is exceptionally well made, and the casting works on every level.
So many other things, too, like a visual medium like TV or movie cementing a look and feel that can be, due to the nature of human imagination, ambiguous when one reads a book. They are just such different mediums that honestly it irks me whenever people say "the book is better". It's a book. Compare it to another book. Grr. Arrg.
@Carex We've discussed the show on here before.
I do recommend people read the books, also. Show is good, books are better (aren't they always?).
Man, "books are better"is like my pet peeve. They're two completely different mediums.
Also, in this particular case, I'm pretty sure the show is better. It's certainly a hell of a lot less gross about its representation and the way the characters (and the narrative) deal with the fucked up shit that happens to them.
I saw Terminator: Dark Fate yesterday. I quite liked it. I especially liked the "twist".